Post by forestofmelody on Aug 17, 2016 20:38:48 GMT -5
Name: Mira Finn
Screen Name: forest of melody
Current Rank: Amber Marshal
Current Dice: 2d56
Alignment: Neutral Good
Languages: Common, Kullyrian
XP: 176
GP: 8000
Reputation: 12
Note features: Scar across right right brow and down to the other side. Given to her during a match.
Class and Profession
Primary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Ranger
Profession Bonus: "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 DMG to your ranged attacks.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Human
Racial Weakness: None
Racial Skills:Self-Healing , Acrobatic, Versatility
Flaws
Flaws
1. Bruise Easily - Each time you take bludgeoning damage, including that from falls, you take extra damage. Penalty: Take an extra 1/2 dmg from bludgeoning damage.
2. Illiterate - You do not know how to read or write, but you can speak your native language.
Penalty: No reading, no writing, no taking skills that have to do with reading or writing, or learning new languages. You cannot put more than 6 trait points in Intelligence.
3. Clumsiness - You have an unfortunate habit of dropping things, knocking things over, tripping, losing something, and the like. Penalty: If you miss a target while attacking, you drop your weapon in combat and it takes one round for you to retrieve it again.
Skills
Skills
(racial)
(crystal)
(topaz)
(amber)
- Acrobatic | You have excellent coordination, and can take a +5 to all Acrobatics Checks.acrobatic
- Self-Healing | You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30 - Versatility
(crystal)
- Combat Marksman | You can fire your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you fire into melee, a roll will be made to see if you hit the baddie or one of your companions.
- Many Shot | Once per combat, a crossbow or bow user may shoot two arrows at a time, allowing you to double your weapon dice roll. If for instance, you rolled a 1d5 and got a 5, you'd be able to take 10 dmg from that weapon.
- Mounted Archery | You take no penalty for using a ranged weapon while on your mount. Without this skill, if you use a ranged weapon while mounted, you take a -2 to your ranged strike while riding. This is an innate skill
- Animal Affinity
- Sidestep | You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
- {F} Defense Maneuver
- {F} Live off the Land: You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others
- {F} Know Direction: You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
- Bank Shot | Bank Shot allows you to ricochet projectiles and thrown weapons off objects on the way to their target. This means you do not need to have a straight shot, but can attack them while remaining hidden. A Bank Shot also bypasses any shield a target might be holding or using.
- Correcting Aim |You gain a +2 to your ranged Strike in the round immediately after a miss, only if you go after the same target as the round before, as you've corrected your aim and have a better chance of hitting. Once per combat.
- Disabling Strike | Sometimes the goal of the hunt is not to kill, only to capture. You take this ideal and apply it into the field of combat, your blow putting your target down long enough for you to get away or close upon. Once per combat, your target is stunned and loses as many turns as allowed per rank. Willpower save vs the Ranger's DC10 + Quickness. Save allowed each round.
- {F}Favored Terrain | A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank. Terrain: Forests
(amber)
- Dominate Arrow | This skill allows a Ranger to control the flight path of a missile fired by another person. The ranger must be equal or higher dice than the person firing the missile, and the ranger must be able to see the missile during its flight. You may direct the object away from the intended target, or choose a new target for the missile including the firing person. This works with any ranged weapon, and may be used once per adventure.
- Ranged Sniper |You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
- Oaken Strength | Like the mighty oak in the heart of the forest, you have an undeniable strength. As the roots of the tree sink into the earth, your determination flows deep into your body. Able to bring out a raw strength and deliver it upon those that would stand against you. Once per combat you may roll your combat dice twice.
- {F}Animal Training
Traits
Ride | Skills with riding animals / horses.
Handle Animal
Spot | Spotting things, searching for things, using your eyeballs, detecting traps.
Acrobatics | Dodge falling debris, make your way across a mine field, do things that require dexterity and physical feats of movement, tumble, reflexes etc. Failure usually means you take some type of damage.
Athletics | Climb, Swim, Jump, etc. Failure very well could mean you take damage or fail. This has to do with your physical toughness, stamina, and ruggedness.
Strength [0]
Quickness [8]
Endurance [1]
Willpower [0]
Intelligence [1]
Perception [3]
Charisma [1]
Weapons
Weapons
Primary Weapon: Swordbow [1d6 melee]
Secondary Weapon: Rapier [ 1d5 ]
Ranged Weapon: Swordbow [2d5 ]
Hidden Weapon: Sleeve Blade [1d4]
Extra Attack Item:
Extra Defense Item: Stormrider Cloak: This grey cloak is embroidered with silver thread, and gives you a +5 DEF against electricity/lightning. It always seems to be fluttering in a breeze, no matter where you are located
Defense Item:
Steel Shield (+2 DEF)
Spidersilk [+12]
Extra items, not used:
Head:
Face:
Neck:
Torso:
Body (Armor):
Chain Shirt (+11 DEF)
Hexenthal Scale Mail Armor (Shadow) (Punishing 1d5) (+16DEF)
Cloak: Such as a cloak, cape, or mantle.
Waist:
Arms/Wrist:
Hands:
Spiked Chain (2d5)
Longsword ( 1d6 )
Feet:
Body Modification:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. 3x Full Heal Potion
2. Rezz Coin
3. 3xHealing Potion ( 10 hp )
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Flask of Endless Water
2. Everlasting Rations
3. Magic Bedroll
4.
5.
Mundane (non-magical pack Items
Ruby studded necklace (worth 2500gp
Brass mug with jade inlay (worth 300gp)
"Token of Aaron Hexenthal" - A jet-black raindrop shaped piece of scalemail which can be worked into any armor, bracers, shield or made into an amulet or other piece of jewelry. It gives a +3 DEF against shadow attacks. If worked into armor, it will count as one of the enchantments upon that armor.
Spells